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Is it possible to save a hair pose?
It should be possible. It depends whether the morphs are categorized as shapes or poses. (You can check this by examining the morph properties in the property pane, by clicking the cog wheel to the right. If they are shapes, then save as a shaping preset, if poses, then save as a pose preset.
Bones of geograft displaced when character shape appliedI have created a geograft to replace the right hand of Genesis 3 Female. It is rigged with 20+ bones. It is intended to be non-organic, so to avoid it being distorted by projected morphs I have applied rigidity (via a group with participants and refs and a weight map) to all but a couple of rows of polygons where it joins the G3F figure. This all works well with the base G3F figure: geograft bones can be rotated and the geograft posed as desired.
However, when I apply a full body morph e.g. the Height morph or the Victoria 7 shape, whilst the geograft's mesh is unaffected by the morph (except near the join with G3F) the geograft bones all become displaced from their correct positions. As a result, because the bones and mesh no longer line up correctly any rotation of the geograft bones results in the geograft mesh breaking apart. The amount and direction of the displacement varies with the morph applied to G3F. To be clear, the bones are displaced because they are not moving; the mesh is moving but retaining its shape. When I dial the Height morph, for example, the geograft mesh follows the end of the arm; the geograft bones don't, even though they move when the figures right arm is posed. The geograft has a Right Forearm Twist bone, and I used the Transfer Rigging (Figure Space) to 'weld' that to the same bone in G3F. The geograft bones and mesh follow the forearm when posing.
It seems I have made some mistake in creating the geograft, but cannot figure out what I have done or not done in error. I'll be grateful for any suggestions how I can fix this.
Gargoyle for G8M [commercial]If you have a moment, could you tell us a little about the morphs that the wings have and how many material zones they have? Thanks very much.
The wings have 2 material zones, one for the membrane the other for the arms
There are pose controls for Wing Wrap/Left/Right, Flap Up/Left/Right, Flap Down/Left/Right, Bend Fingers/Left/Right, and a morph to change the scale of the wings.
G8F Morph Loader Pro modifications - clothing and eyelashes do not fit after reloadYou need to save your new morph as a morph asset. If it’s only saved in the scene file the autofollow is breaks when you reload the scene.
Thank you Redz, it worked! Countless hours figuring out why it brakes the entire set...resolved with one line of brilliant suggestion. To sum up for somebody who has the same issue:
I loaded G8F, than imported obj via morph loader pro, dialed it to 100%, rigged and erc freezed it, edited morph (name, color, 0-100% etc) and then saved it as morph asset in Actor/Full Body/People/Real World.
And now I can take new G8F and just dial that morph with no fear that all resets itself after character reload...Thank you!
Custom Morph HelpCan't you do just your adjustment morphs, importing the modified shape (made with all scaling reset to 100% if need be) with Reverse Deformations? If you bake all the component morphs into one you lose all ERC links to corrections - adjust the rigging brings that aspect back, but you've still lost corective morphs on joints or other morphs. Doing it with just your chnages as a new morph there's much less to tidy up.
Oh wow - I didn't even know you could change those details in the bottom of the morph loader. That's exactly the sort of thing I was looking for - works perfectly. Thanks!
G8F Morph Loader Pro modifications - clothing and eyelashes do not fit after reloadYou need to save your new morph as a morph asset. If it’s only saved in the scene file the autofollow is breaks when you reload the scene.
G8F Morph Loader Pro modifications - clothing and eyelashes do not fit after reloadI loaded g8f, change to base mesh resolution, subdev level 0, delete eyelashes, export to wavefront (obj) with all appropriate settings.
I modify character in blender, make legs and neck longer, body slimer, and export to wavefront (obj) with all appropriate settings.
I load g8f in Daz3d, open Morph Loader Pro, apply my morph with positive confirmations (no errors and geometry mismatches), crank it up to 100%, rigg it, apply ERC freeze, so far so good, no problems.
I load a few garmets, check eyelashes, all fit perfectly: eyelashes are hugging eyes on elongated neck, shorts are hugging waist and legs, all perfect, save it as scene or subset.
PROBLEM: reload character from scene/subset, eyelashes are not fitting, clothing is not fitting to the new figure with 100% dialed morph (everything fits original g8f shape, see picture attached) Please help!
Thank you, Linday!Me too! I was so thrilled to see an update to the horse in general that I put it in the cart first and *then read the description, Lol! What an excellent HD morph and texture set. So yes, Thank you to the vendor!!!
How do I avoid "Topology has changed..." trying to GoZ back to Daz Studio?The "Topology has changed..." message also can be an indicator for an issue with the geometry itself.
Just want to mention that there is a possible but rare case that the Daz Studio base mesh of the item you want to send over to ZBrush with GoZ containes loose geometry or so called 'floating vertices'. Actualy its usless geometry junk that can remain from the creation process in an geometry editor that not get cleaned up properly.
In this case there is a bug with the GoZ Plugin that it deletes all loose vertecies without any notification. Then you wonder why no matter what you try you can't create a morph target to load it into DazStudio with GoZ back.
You can use another workflow with exporting OBJs and load them into ZBrush because in this case a warning message shows up in case of 'floating vertices' and you can choose to ignore them instead of deleting. ZBrush can't edit loose edges or vertices and thats why there is a message by importing to delete those. On the other hand Daz Studio also ignores the 'floating vertices' and gives no message about them becasue they can not be displayed directly.
Genesis 1 Eaten by Hideous TrollWhatever the shape it is loading with is, it has been (re)saved with a non-zero default value. Look in the Editor tab of the Parameters pane, under Curently Used, and you should find the culprit - if it's a third-party morph try reinstalling, if not (or if that doesn't help) click the gear icon on the slider>Parameter Settings, set the Default value to 0, and use File>Save As>Support Assets>Morph Asset to resave just that morph (with its default settings).
Custom Morph HelpCan't you do just your adjustment morphs, importing the modified shape (made with all scaling reset to 100% if need be) with Reverse Deformations? If you bake all the component morphs into one you lose all ERC links to corrections - adjust the rigging brings that aspect back, but you've still lost corective morphs on joints or other morphs. Doing it with just your chnages as a new morph there's much less to tidy up.
The Material Zone~ Geometry Tool Tutorial & Shaders@ carrie58
Shure keep in mind that those changes you make to the items in the scene only gets saved with the scene file. There are other options to save those customized items to your content library, like save a scene Subset to 'merge' it into other scenes. A Wearable Preset would also save the 'fitted' item in its current customized state and automaticly gets fitted to the selected figure by loading it from the library.
Another thing you could use is the Update Base Geometry to load any changes you made to the UV-map (in case you want to update the 'default' UV map), the Face Groups (Poly Groups) and the Surface Groups (Material Zones) from an exported Wavefron OBJ file onto the current item in the scene. Of course the most obvious usage scenario for Update Base Geometry would be to change the Base Shape, but you could keep the base shape untouched and update the other base geometry characteristics instead.
Be careful while using, unlike the manual changes that only gets saved to the current scene file the Update Base Geometry command will 'update' the actual content files in your content library to have all morphs targets on the figure refer to the new base shape instantly. Try this restart Daz Studio, load the item into a new scene and see if the update had changed the content itself.
[Quote] Possible to import new material zones for clothing
Try the action Edit > Figure > Update Base Geometry and in the Update Operation choose Update Full Geometry instead of the default Update Vertex Position.
Next you will see the OBJ Import Options dialouge with the various options at the bottom.

I'm not 100 percent shure about that but this should read in any changes to the UV-map, the Face Groups (Poly Groups) and the Surface Groups (Material Zones).
The Vertex Count & Order should keep the same as the original otherwise it refuses to update or you will get an exploding mesh I guess.
[PS] I don't think the Material Zones are related to the UV-Coordinates.
@ Novica
Nice tutorial instant bookmarked a while ago, even I didn't read thru the entire workflow in the given very detailed example. Thanks for that your threads are always full of in depth information - your work is inspiering.
Its more like to have this thread in my list of bookmarks to post it as reference for others.
The Geometry Editor can be a useful tool if you know how to work with it. There are even more handy options build in for morph editing, deleting geometry and such.
Please let me suggest some minor improvments to things that catch my eyes as I just had a second look at this thread.
Its the thing with the technical terminology how I would call it. I read "Material Zone" in the thread title and thats how its called in Hexagon but in Daz Studio in the "Geometry Editor" tool those are called Surface Groups. So the opening post should make clear that this tutorial is for Daz Studio and not for Hexagon. Also maybe add some definition and initial explanation of what you mean with Material Zone in the opening post as well. I see you added this What is a material zone? in a post after the tutorial that is much to scroll thrug.
Also an initial summary of what you will doing in the step 1 to 20 would help maybe add some more headlines like in setp 4-8 we will do this step 9-14 is about this and so on. Maybe this is the point that holds me back from reading every step by step. I just quickly read over the first sentences then I realise ok this I know already, next step... again a big text block, I read thrug well maybe its more meant as a follow along tutorial for beginners. I mean you realy need to be concentrated and focused to not loose the overview by all this explanations. The red and blue text colors already help to highlight some but maybe consider to also use the text formating Heading 3 for example for headlines.
Links to Anchor Points
A quick tip from me is to create an index with Anchor Points that you can click and the browser jumps to the desired anchor point in the other post. It can improve the structure of a thread and ease up navigation.
I recently discovered how to do that: First highlight a headline or something with the text cursor, then press Ctrl+C to copy, next click the edit forum post button on top with the flag icon and paste the Anchor Point name with Ctrl+V, hit OK. Now the text looks like a link with blue color and gets underlined with mouseover.
Now you need a link to this Anchor Point, for this highlight another text, click on the edit forum post button "Link" and in the popup instead of the default Link Type: "URL" choose "Link to Anchor in the text" and select the Anchor Point that gets listed if its exists in the same post.
Example:
1. Edit Opening Post - add the text line "What is a material zone?" two times - the second line becomes the Anchor point with the red flag in front - the first line becomes the link to the anchor with Link Type: Link to Anchor in the text.
2. Cut and paste the Anchor Point from the OP to some other desired post in the thread. With the Opening Post Edit mode select the Anchor Point with the red flag and press Ctrl+X cut out text - hit Save Comment - scroll to the other post down in the thread - press Edit Post and paste the Anchor Point there with Ctrl+V - Save Comment done. Next time you click the Link in the OP the browser will jump to the Anchor Point in the other post even it is no longer found in the OP.
I've used this method with Anchor Points to an extend in my latest thread see here [Freebie] Collection Nature: vegetation, plants, ground, textures, landscape, 3D scans.
Toonify character shapes morph?Can Cartoonized for gensis 8 be used on other gensis 8 characters or just the base genisis?
There are other cartoon morph characters and they can all be mixed with realistic characters for the same generation of Genesis.
Custom Morph HelpLooking for some advice on creating a custom morph:
I want to make some small adjustment morphs (just for personal use) to fix up a character created from a bunch of different morphs. Normally what I'd do is export it dialed in, make the adjustments, then bring it back as a single new morph, adjust the skeleton, and be done. However I'm using Sakura 8 for this one, and the separate eyes + brows are not on board with this.
I've tried dialling in the morphs without Sakura's head, making the changes, then adding her head later, adding her head before making the changes, completely unmorphing the head before adjusting the body, and basically every other configuration I could think of. From what I can tell, her eyes are bound to the skeleton in some way I couldn't really adjust - but could see changing when I adapted the rigging to the new shape. Pretty much any changes to the rigging (even autofitting after minor changes) seems to instantly send the eyes into revolt, and my custom shape has a lot of changes to it, leaving the eyes somewhere inside the head.
Ideally I'm guessing the solution would be to make the morph using solely G8F, but I can't do that because it's an adjustment to a load of other morphs, and without seeing them, I can't model the fixes. I tried dialling Sakura's head out and even as a -100%, but as soon as I do the adjust rigging to shape, her eyes go walkabout. I can only imagine the problem will get worse when I want to add custom fixes to the head itself.
Any suggestions?
Genesis 7 for Genesis 8The advantage :
- You can mix Mei Lin 7 morph with all the Genesis 8 exclusive morphs
- All the maps use the Base female UV map, it 's useful when LIE presets are applied
- If you don't own the original Mei Lin 7, this Genesis 8 version is less expensive.
I purchased Aiko 7 for Aiko 8, I don't plan to purchase the original figure because I want to use only Genesis 8 figures.
The interest is the same than these previous products
- Stephanie 3 and FREAK Shapes for Genesis
- A3 and H3 Shapes for Genesis
- V3 and M3 Shapes for Genesis
- V4 and M4 Shapes for Genesis
- Generation 4 Legacy Shapes for Genesis 2 Male(s)
- Generation 5 Legacy Shapes for Genesis 2 Male(s)
Can DAZ 3d be used by kids under the age of 18?Always fun to read these topics.

Can Daz Studio be used by kids under 18? I think the answer to that is yes, but it depends on the parents. If you don't find it safe, make sure they can't use it. My own view on this is that there is nothing dangerous here, compared to all the other dirt they can (and you better believe they will) look at in the big bad world out there. Parents are usually oblivious to what's going on in schools and among friends of their kids. Even more so these days with all the stuff so easily available. Something like Daz Studio that primarily has an artsy background should be the least of your worries if you ask me. I'd be glad your daughter has a creative side and isn't out there doing bad stuff. Not yet anyway.
Valid point though, why are there genitals painted on female characters? I have done this with my own characters, simply because I thought that was expected as it seemed to be common place. But is that even serving a purpose? It being just painted on doesn't provide enough realism to actually use it in renders. I could include additional morphs to make that a bit better, then again as far as I know I can not by default load that morph anyway. And of course there are better options with the additional geografts out there. So, why did I paint on genitals at all? And as mentioned above, why does this not trigger a problem with credit card companies, or whatever the underlying problem is, but an actually shaped penis does? It's a bit of a mystery to me too.
Genesis 7 for Genesis 8They give the shape of the Genesis 7 character for Genesis 8 -- you can do it yourself, yes, but it is a massive pain, at least to start with. They also do the map transfer to shift the textures from the million-and-one G7 UV sets to Base Male and Base Female; otherwise you'd either need to do that yourself (doable, to be sure, but also a minor pain) or to buy Redz' product that provides the UV map for Genesis 8.
what does shape re-projector - solvedhttps://www.daz3d.com/simtenero-shape-reprojector
its a script that can help you simulate some collisions by creating a morph that deforms an object/figure based on the shape of another object/figure that is in contact with it, and also create interesting shapes by combining two overlapping objects into a morph.
ohh thanks lol bought that and forgot
what does shape re-projector - solvedhttps://www.daz3d.com/simtenero-shape-reprojector
its a script that can help you simulate some collisions by creating a morph that deforms an object/figure based on the shape of another object/figure that is in contact with it, and also create interesting shapes by combining two overlapping objects into a morph.
How to Use dForce: Creating a Blanket, Draping Clothes on Furniture, and Much More [Commercial]63. Momentum Transfer
Some have asked if dForce can be used to cause a ball to bounce. ...
Firstly, a big Thank You for your superb tutorials!
(Secondly, thanks for the info on how you make your animated .GIFs actually animate in your forum posts)
I added a dForce 'Dynamic Surface Add-On' internal PolyLines structure to a ball to enable the ball to bounce like rubber instead of just flop like cloth:
See attached scene file Bouncing_Ball_01.duf
NB: Requires DAZ Studio v4.11.0.236 or laterThe ball surface was made by sub-dividing a cube - this produces a sphere made of evenly-sized quads, which should behave better with dForce than the standard DAZ Studio Sphere primitive:
New Primitive: Cube
Origin = Object Center
Primary Axis = Z+
Size = 15 cm
Divisions = 1
Set Y-Pos = -7.5 cm
Edit > Object> Geometry > Convert to SubD
Parameters > General > Mesh Resolution > View SubD Level = 3
Temporarily Hide all other Scene Nodes, then
Export > Sphere.obj @ 100%
Delete Cube
Import Sphere.obj @ 100%, rename 'Ball':
In Joint Editor > Tool Settings:
Set Center Point Y=0
Edit > Object > Geometry > Add dForce Modifier: Dynamic SurfaceThe internal structure of polylines was made in Cinema4D, saved as an .obj file, and Imported into DAZ Studio with the "Read Polylines" option checked.
It consists of vertices coinciding with the vertices of the ball's Sphere.obj, each with a Line linking it to its symmetrically-opposite vertex.
It was Imported @ 100%:
In Joint Editor > Tool Settings:
Set Center Point Y=0
Edit > Object > Geometry > Add dForce Modifier: Dynamic Surface AddOn
Parent it to the BallMove the Ball to Y=150
Add a ground-plane as a collision surface
Run the Simulation.
It still needs a lot of experimenting with Surface settings, etc. to make it useful.













